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Rings
Makes the player immune to fire damage, and increases the player's melee damage by 50% + 2d4 points against enemies that do not resist fire.
Makes the player immune to cold damage, and increases the player's melee damage by 33.33% + 1d6 points against enemies that do not resist cold.
Makes the player immune to necromantic damage, and increases the player's melee damage by 25% + 2d4 points against enemies that are not undead; in addition, 16.66% of the melee damage inflicted by the player (including this bonus) is applied as healing to the player.
Every 20 ticks, the player regains 1-3 hit points. While wearing a regeneration ring, the player consumes food 50% faster than normal.
While wearing a doom ring, the player takes one point of damage after each action. Removing a doom ring drains 1-4 points each of Body and Agility from the player, and does 1d20 points of damage to the player.
While wearing a teleport ring, the player has a 1 in 75 chance of being teleported after each action. Removing a teleport ring is not automatically successful; if a random number between zero and (player's level minus one) is less than four, the player cannot find the willpower to remove it.
Wedding rings have no effect on the player.
- Ai - Monsters AI algorithm descriptions.
- Black Magics - How black magic works.
- Monsters Classes - Some notes about monsters properties.